Wednesday, 5 December 2007

UCD: Evaluating Existing Technologies

Uptill now we have approached at the point where we really started considering users into the action. UCD (User Cantered Design). This week we talked about the technologies which are based upon the proven facts. Testing with users and experts.

First we should look at the cognitive walk through or testing by the experts its generally called Heuristic Evolution or HE. Normally a group of 5-6 experts takes the role of the user and try to find out the user requirements or evaluate a given system. Its a cheap and quick way of approaching the solution but it has a drop back. Users are not the experts so sometime experts tend to be the users but they can wash out the technology awareness factor.

At first I would like to present the ten heuristic guidelines for user interface design. Cited at http://www.useit.com/papers/heuristic/heuristic_list.html (Nielsen's Heuristics)

  • Visibility of system status
    • The system should always keep users informed about what is going on, through appropriate feedback within reasonable time.
  • Match between system and the real world
    • The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order.
  • User control and freedom
    • Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo.
  • Consistency and standards
    • Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.
  • Error prevention
    • Even better than good error messages is a careful design which prevents a problem from occurring in the first place. Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action.
  • Recognition rather than recall
    • Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate.
  • Flexibility and efficiency of use
    • Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.
  • Aesthetic and minimalist design
    • Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.
  • Help users recognize, diagnose, and recover from errors
    • Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution.
  • Help and documentation
    • Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large.

Let me give an example try switching off javascript from the browser and go to gmail it shows a message like "JavaScript must be enabled in order for you to use Google Mail in standard view. However, it seems JavaScript is either disabled or not supported by your browser. To use standard view, enable JavaScript by changing your browser options, then try again." A novice user can easily be trembled by the word Java script?

Testing with users is another complete research area. The F pattern is more common among the users.


http://www.enquiroresearch.com/search-results-2010-thankyou.aspx equiro research white paper is a very good example of such a pattern. The above image is the curtsey of the webpage mentioned earlier. User tasks and goals are the driving force. Presenting the user with the web page such that the most important thing is at the top left corner can help better design.

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